D&D General What’s The Big Deal About Psionics?

I've always been partial to one specialty and 2 minors. One where you could go to the equivalent of 9th spell level equivalent and the others 4th or 5th level max. Making them too hyperspecialized can be boring.
You're probably right, but I think the issue other casters have is that they are not specialized enough- Clerics get a pass because half their spell list is "oh yeah, you need this to deal with debuff X or to circumvent mechanic Y". But Wizards? There's no reason to get rid of barred schools. If you're an Illusionist, play with Illusions, man. You don't need Fireball.
 

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So thinking about it, my favorite psionic character is actually fairly weak- Gil the Arm, from Larry Niven's Known Space stories. Gil was an asteroid miner who lost his arm in an accident. But he developed phantom limb syndrome, where he was sure his arm was still there- and then, to his surprise, found he has a telekinetic limb, with the same reach and fine motor control as his old arm and hand, but very weak. After much practice, he can eventually lift a pen.

He returned to Earth and got a cloned arm, but it didn't affect his wild talent, and he eventually went to work for ARM (a sort of future FBI/Homeland Security organization). For having such a weak ability, he gets a lot done with it.

I really like the idea of psionic wild talents, though they were anything but balanced in 1e/2e, and they were really weak to the point of not being worth discussing in 4e's Dark Sun. I know there are Feats now that can grant psychic abilities, but it might be interesting to expand on this notion.

I don't like that they are Feats though. You get so few of them, and I get the feeling a lot of players wouldn't take them if they weren't free (which at least one probably would be in a Dark Sun campaign setting). But at the same time, there's not a heck of a lot you can give up in 5e for an alternate ability.

I wonder how trading Hit Dice for power would work? I'm sure my play experience is unique, but I've rarely had to spend Hit Dice to regain hit points, so I think that might be a worthwhile tradeoff, but I'm not sure.
That telekinetic limb sounds exactly like the Mage Hand cantrip.

I think it is ok if a background grants a standard cantrip.

When it comes to game design prioritize both balance and flavor.

A normal background grants about 3 tool/skill proficiencies plus what I call a "special noncombat asset". The exact number depends on how good the asset is.

The player and the DM together are supposed to create a new background if helpful for the character concept. Swapping proficiencies is routine.

A background is a small but useful amount design space.

For the DM, I feel the most important goal of a background is to encourage the player to feel connected to the imaginary world, and to continue investing in it in the future. The noncombat asset must be excellent. As long as the DM feels the player is enthusiastic about the STORY of the background, and its relationship to the persons and places in the setting, there is alot of things that a background can do.

In my opinion, a new language can be given for free, if, it is inherent to the background story.

On the safe side, suppose a non-asset design space of three decent skills or tools. Some skills are better than others. So where Animal Handling is usually worth about a point (but see below), Perception is about 2 points, and a decent skill, say like Stealth, is worth about 1-1/2 points. All three together are about 4-1/2 points. In other words, a normal background is worth about a feat, except that about half of it must be noncombat and narrative, rather than mechanical. Even so, a background still has about a strong half-feat of design space with mechanical teeth.

Remember, my variant backgrounds below are only if the DM feels the noncombat asset is sufficiently doing the heavy lifting for the setting storytelling.

The DM has 4 points to spend, and it is ok if it squeezes over to 4-1/2 points or falls slightly short at 3-1/2 points. When it comes to a background, the story is the priority.

1-1/2 points: decent skill or tool

1 point: one martial weapon
(This weapon must be central to the background, like a longbow for a deerhunter, or a longsword for a High Elf Military academy.)

1-1/2 points: all simple weapons
(a common medieval town militia)

2 points: shield
2 points: light armor
3 points: light+medium armor
(heavy armor including light and moderate is about 6 points and beyond the scope of a half-feat, but if a character already has medium from a class, the upgrade to heavy would be 3 points, but only if this really important to the background story.)



And now to the interesting stuff about wild psionic backgrounds. Some cantrips are (way) better than other cantrips. A slot 1 spell once per day is within the scope of a background.

2-1/2 points: Guidance, Eldritch Blast, Minor Illusion, Mind Sliver, or Vicious Mockery
(Eldritch Blast deals force damage and can flavor appropriately as telekinetic choking, phantom gut punches, inducing heart attacks and similar diffuse trauma)

2 points: Mage Hand, Resistance, or Prestidigitation

1-1/2 points: Dancing Lights or Mending

1 point: Friends or Message



In 5e, skills are entirely the discretion of the DM. In my DM style, skills are super-important. It is a storytelling approach where the players narrate first person how they are interacting with the scene. If they are telling a story that seems to require some effort, there will probably be an ability check to doublecheck if I need to inject any information into the players story. You can see how valuable a skill bonus is compared to other mechanics.

I use skills in the following way:

Arcana = arcane magic only
Religion = divine magic only
Insight = psionic magic only
Nature = primal as element-and-plant
Animal Handling = beast magic

When used magically, and with their respective limitation, all skills are decent worth about 1-1/2 points each. Notice alchemy and elemental spells like Fireball require a Nature check to understand well. It might be Intelligence (Nature) depending on what the check is doublechecking.



So Gasik, especially because you are enthusiastic about the Gil the Arm character concept, as DM I would be open to negotiating a "psionic background" for it. I would require Insight for the sense of being intuitive about psionics.


PSIONIC BACKGROUND
Telekinetic Arm (Gil the Arm)

Mage Hand cantrip (2 points)
Insight (1-1/2 points)
Noncombat Asset: work for an investigatory security service.
AND I would allow 2 class skills to swap for the Investigation and Sleight Of Hand skills if not on the class list.



The point of a backgrouund is to tell the story. The DM should focus on a single variant, and narrarate with it as the centerpiece of a character concept. It is even better if the variant is noncombat, like the Mage Hand can be if the player is into it.
 
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That could work. Of course, Gil eventually develops other uses for his talent*, but I don't know how 5e could allow for someone to "improve" on a cantrip-style ability outside of actual spellcasting. A Boon or something perhaps?

*In one story, he is being held at gunpoint by a man with a bad heart. In desperation, he reaches inside the man's chest and manages to give him a heart attack.
 

That could work. Of course, Gil eventually develops other uses for his talent*, but I don't know how 5e could allow for someone to "improve" on a cantrip-style ability outside of actual spellcasting. A Boon or something perhaps?
Cantrips improve by themselves while leveling. Did you have something different in mind?

*In one story, he is being held at gunpoint by a man with a bad heart. In desperation, he reaches inside the man's chest and manages to give him a heart attack.
Heh, Eldritch Blast.
 


I've always been partial to one specialty and 2 minors. One where you could go to the equivalent of 9th spell level equivalent and the others 4th or 5th level max. Making them too hyperspecialized can be boring.
I probably am ok with a choice of any two narrow thematic specialties, but ranging between one (halfcaster) and three (versatile).

Regarding specialties and minor dabbling, a gentle way to do it is, the highest level slot can only be used for specialty spells. That way, the specialist can choose from the entire spell list, but the nonspecialist spells will being using lower level slots.
 

It seems like Sorcerer class can easily merge into the Warlock class. A Draconic Pact, and a Wild Pact, work fine, and the Warlock invocations can probably handle the metamagic better than the Sorcerer points can.

Also note the redundancies between the two classes:
Aberrant ~ Great Old One
Divine ~ Celestial
Storm ~ Genie
Shadowfell ~ Hexblade

The Sorcerer transformation normally comes from a pact with a powerful patron. Likewise the magical transformation of a Warlock is "lasting alterations".
 

One more thought.

The Warlock can - and pretty much does - represent the Sorcerer "pact" and bodily transformation.

But sometimes the Sorcerer transforms from exposure to raw magical energies of various kinds. In these situations, the Sorcerer becomes "in tune" with the magical energy. The relationship is with the energy itself. Thus, the resulting Sorcerer-Warlock pact takes on a more animistic and shamanic quality.
 

@MoonSong

In 5e, the body of the Sorcerer is artificially infused with magic. For example, the Draconic Sorcerer gets the magic from a dragon by choice, intentionally. But sometimes an ancestor made the choice.

From the Players Handbook, the Sorcerer is imbued with the bodily magical nature, artificially.

"The most important question to consider when creating your Sorcerer, is the origin of your power. ... Did some extraordinary event leave you blessed with inherent magic?"

So, it might me Nightcrawler born like that, or it might be like Spiderman bitten by a radioactive spider.

The Draconic Bloodline is "draconic magic that is mingled with your blood OR that of your ancestors". You might be born with it. But you can also ask a dragon to infuse your blood with its magic. This is when a Warlock pact and a Sorcerer bloodline become the same thing. Maybe your ancestor "made a bargain with a dragon" with the magical infusion being "the result of a pact". A Pact!

Likewise the Wild Magic never uses the term "bloodline". This magic infuses the character artificially too. "You might have endured exposure ... to raw magic. ... Perhaps you were blessed by a ... fey ... or marked by a demon." A Pact! Or else the magical infusion is a one-time random and inexplicable event.

In 5e, the Sorcerer magic is artificial, and is normally the result of choosing the transformation, as part of a pact. But 5e notes it might be an ancestor who made this choice during a pact with a dragon.

You can decide a unique origin for your Sorcerer character. But the idea is the body has been magically transformed.
Ok, I'm home and have regained access to my books.


I open my case with this passage

"Sorcerers carry a magical birthright conferred upon them by an exotic bloodline, some otherworldly influence, or exposure to unknown cosmic forces. One can't study sorcery as one learns a language, anymore than one can learn to live a legendary life. No one chooses sorcery; the power chooses the sorcerer"

Also the same page makes constant mention of bloodlines and lineages. It also mentions significant events that are the spark for a sorcerer. And dragon magic explicitly mentions either an ancestor that mingled with dragons, or a dragon itself as a parent.

In contrast, Wild magic requires special conditions for ones birth, odd one to a million events, the blessing of a fey, the mark of a demon, or no apparent cause at all.

Xanathar's section "this is your life", covers a few suggestions. One mentions birth, one mentions ancestry, two mention inner/latent gift, and one mentions surviving a magical event unharmed but changed. The sorcerer section further adds bloodline, ancestry, reincarnation, being the chosen one, or even being created.

Then there's divine soul


Perhaps your ancestor was an angel, transformed into a mortal and sent to fight in a god's name. Or your birth might align with an ancient prophecy, marking you as a servant of the gods or a chosen vessel of divine magic.

It also finishes by bringing bloodlines yet again.

Finally, the class symbol for sorcerer is a drop of blood.

...

The point is, sorcerer and warlock are diagonal opposites. You want to claim they should be merged, but they have very different stories. You can make a better case for merging warlock and cleric. And the supposed overlap is minimal.

Aberrant ~ Great Old One
Divine ~ Celestial
Storm ~ Genie
Shadowfell ~ Hexblade

Out of these, they overlap very minimally. Aberrant/GOO might come close, but they play very differently, the AM's telepathy is weaker and grows with the AM's, while the GOO warlock just has it on. AM is more on the telekinetic and floating side while GOO is basically telepathy and mind control . And GOO is completely totally far realm, while Aberrant Mind can choose to not have a far realm origin.

Divine/Celestial also comes close, but Celestial focuses on goody goody light and healing -basically a token "good warlock"-, while Divine soul focuses on the divine in general.

Less overlap on the Storm/Genie pair, Storm sorcerer is weather based, while Genie pact is element based. One is Arabian Nights, the other is Storm from the Xmen.

Hexblade/Shadow verges on the nitpicky. One is a pet based subclass focussing on shadows, while the hexblade is a gish that made a pact with a sentient weapon that is related to a shadowy entity.

And if thematic overlap is a problem, how comes we have knowledge cleric and wizard, animal/nature cleric and druid, fire cleric and evoker, and honestly whatever flavor of cleric and something else?
 

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